Struct rusoto_gamelift::CreateFleetInput
source · [−]pub struct CreateFleetInput {Show 20 fields
pub build_id: Option<String>,
pub certificate_configuration: Option<CertificateConfiguration>,
pub description: Option<String>,
pub ec2_inbound_permissions: Option<Vec<IpPermission>>,
pub ec2_instance_type: String,
pub fleet_type: Option<String>,
pub instance_role_arn: Option<String>,
pub locations: Option<Vec<LocationConfiguration>>,
pub log_paths: Option<Vec<String>>,
pub metric_groups: Option<Vec<String>>,
pub name: String,
pub new_game_session_protection_policy: Option<String>,
pub peer_vpc_aws_account_id: Option<String>,
pub peer_vpc_id: Option<String>,
pub resource_creation_limit_policy: Option<ResourceCreationLimitPolicy>,
pub runtime_configuration: Option<RuntimeConfiguration>,
pub script_id: Option<String>,
pub server_launch_parameters: Option<String>,
pub server_launch_path: Option<String>,
pub tags: Option<Vec<Tag>>,
}
Expand description
Represents the input for a request operation.
Fields
build_id: Option<String>
The unique identifier for a custom game server build to be deployed on fleet instances. You can use either the build ID or ARN. The build must be uploaded to GameLift and in READY
status. This fleet property cannot be changed later.
certificate_configuration: Option<CertificateConfiguration>
Prompts GameLift to generate a TLS/SSL certificate for the fleet. TLS certificates are used for encrypting traffic between game clients and the game servers that are running on GameLift. By default, the CertificateConfiguration
is set to DISABLED
. Learn more at Securing Client/Server Communication. This property cannot be changed after the fleet is created.
Note: This feature requires the AWS Certificate Manager (ACM) service, which is not available in all AWS regions. When working in a region that does not support this feature, a fleet creation request with certificate generation fails with a 4xx error.
description: Option<String>
A human-readable description of the fleet.
ec2_inbound_permissions: Option<Vec<IpPermission>>
The allowed IP address ranges and port settings that allow inbound traffic to access game sessions on this fleet. If the fleet is hosting a custom game build, this property must be set before players can connect to game sessions. For Realtime Servers fleets, GameLift automatically sets TCP and UDP ranges.
ec2_instance_type: String
The GameLift-supported EC2 instance type to use for all fleet instances. Instance type determines the computing resources that will be used to host your game servers, including CPU, memory, storage, and networking capacity. See Amazon EC2 Instance Types for detailed descriptions of EC2 instance types.
fleet_type: Option<String>
Indicates whether to use On-Demand or Spot instances for this fleet. By default, this property is set to ON_DEMAND
. Learn more about when to use On-Demand versus Spot Instances. This property cannot be changed after the fleet is created.
instance_role_arn: Option<String>
A unique identifier for an AWS IAM role that manages access to your AWS services. With an instance role ARN set, any application that runs on an instance in this fleet can assume the role, including install scripts, server processes, and daemons (background processes). Create a role or look up a role's ARN by using the IAM dashboard in the AWS Management Console. Learn more about using on-box credentials for your game servers at Access external resources from a game server. This property cannot be changed after the fleet is created.
locations: Option<Vec<LocationConfiguration>>
A set of remote locations to deploy additional instances to and manage as part of the fleet. This parameter can only be used when creating fleets in AWS Regions that support multiple locations. You can add any GameLift-supported AWS Region as a remote location, in the form of an AWS Region code such as us-west-2
. To create a fleet with instances in the home Region only, omit this parameter.
log_paths: Option<Vec<String>>
This parameter is no longer used. To specify where GameLift should store log files once a server process shuts down, use the GameLift server API ProcessReady()
and specify one or more directory paths in logParameters
. See more information in the Server API Reference.
metric_groups: Option<Vec<String>>
The name of an AWS CloudWatch metric group to add this fleet to. A metric group is used to aggregate the metrics for multiple fleets. You can specify an existing metric group name or set a new name to create a new metric group. A fleet can be included in only one metric group at a time.
name: String
A descriptive label that is associated with a fleet. Fleet names do not need to be unique.
new_game_session_protection_policy: Option<String>
The status of termination protection for active game sessions on the fleet. By default, this property is set to NoProtection
. You can also set game session protection for an individual game session by calling UpdateGameSession.
-
NoProtection - Game sessions can be terminated during active gameplay as a result of a scale-down event.
-
FullProtection - Game sessions in
ACTIVE
status cannot be terminated during a scale-down event.
peer_vpc_aws_account_id: Option<String>
Used when peering your GameLift fleet with a VPC, the unique identifier for the AWS account that owns the VPC. You can find your account ID in the AWS Management Console under account settings.
peer_vpc_id: Option<String>
A unique identifier for a VPC with resources to be accessed by your GameLift fleet. The VPC must be in the same Region as your fleet. To look up a VPC ID, use the VPC Dashboard in the AWS Management Console. Learn more about VPC peering in VPC Peering with GameLift Fleets.
resource_creation_limit_policy: Option<ResourceCreationLimitPolicy>
A policy that limits the number of game sessions that an individual player can create on instances in this fleet within a specified span of time.
runtime_configuration: Option<RuntimeConfiguration>
Instructions for how to launch and maintain server processes on instances in the fleet. The runtime configuration defines one or more server process configurations, each identifying a build executable or Realtime script file and the number of processes of that type to run concurrently.
The RuntimeConfiguration
parameter is required unless the fleet is being configured using the older parameters ServerLaunchPath
and ServerLaunchParameters
, which are still supported for backward compatibility.
script_id: Option<String>
The unique identifier for a Realtime configuration script to be deployed on fleet instances. You can use either the script ID or ARN. Scripts must be uploaded to GameLift prior to creating the fleet. This fleet property cannot be changed later.
server_launch_parameters: Option<String>
This parameter is no longer used. Specify server launch parameters using the RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be valid.
server_launch_path: Option<String>
This parameter is no longer used. Specify a server launch path using the RuntimeConfiguration
parameter. Requests that use this parameter instead continue to be valid.
A list of labels to assign to the new fleet resource. Tags are developer-defined key-value pairs. Tagging AWS resources are useful for resource management, access management and cost allocation. For more information, see Tagging AWS Resources in the AWS General Reference. Once the fleet is created, you can use TagResource, UntagResource, and ListTagsForResource to add, remove, and view tags. The maximum tag limit may be lower than stated. See the AWS General Reference for actual tagging limits.
Trait Implementations
sourceimpl Clone for CreateFleetInput
impl Clone for CreateFleetInput
sourcefn clone(&self) -> CreateFleetInput
fn clone(&self) -> CreateFleetInput
Returns a copy of the value. Read more
1.0.0 · sourcefn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from source
. Read more
sourceimpl Debug for CreateFleetInput
impl Debug for CreateFleetInput
sourceimpl Default for CreateFleetInput
impl Default for CreateFleetInput
sourcefn default() -> CreateFleetInput
fn default() -> CreateFleetInput
Returns the “default value” for a type. Read more
sourceimpl PartialEq<CreateFleetInput> for CreateFleetInput
impl PartialEq<CreateFleetInput> for CreateFleetInput
sourcefn eq(&self, other: &CreateFleetInput) -> bool
fn eq(&self, other: &CreateFleetInput) -> bool
This method tests for self
and other
values to be equal, and is used
by ==
. Read more
sourcefn ne(&self, other: &CreateFleetInput) -> bool
fn ne(&self, other: &CreateFleetInput) -> bool
This method tests for !=
.
sourceimpl Serialize for CreateFleetInput
impl Serialize for CreateFleetInput
impl StructuralPartialEq for CreateFleetInput
Auto Trait Implementations
impl RefUnwindSafe for CreateFleetInput
impl Send for CreateFleetInput
impl Sync for CreateFleetInput
impl Unpin for CreateFleetInput
impl UnwindSafe for CreateFleetInput
Blanket Implementations
sourceimpl<T> BorrowMut<T> for T where
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
sourceimpl<T> Instrument for T
impl<T> Instrument for T
sourcefn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
sourcefn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
sourceimpl<T> ToOwned for T where
T: Clone,
impl<T> ToOwned for T where
T: Clone,
type Owned = T
type Owned = T
The resulting type after obtaining ownership.
sourcefn clone_into(&self, target: &mut T)
fn clone_into(&self, target: &mut T)
toowned_clone_into
)Uses borrowed data to replace owned data, usually by cloning. Read more
sourceimpl<T> WithSubscriber for T
impl<T> WithSubscriber for T
sourcefn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self> where
S: Into<Dispatch>,
Attaches the provided Subscriber
to this type, returning a
WithDispatch
wrapper. Read more
sourcefn with_current_subscriber(self) -> WithDispatch<Self>
fn with_current_subscriber(self) -> WithDispatch<Self>
Attaches the current default Subscriber
to this type, returning a
WithDispatch
wrapper. Read more